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-rw-r--r--gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl242
1 files changed, 242 insertions, 0 deletions
diff --git a/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl b/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl
new file mode 100644
index 000000000..1f3a812f3
--- /dev/null
+++ b/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl
@@ -0,0 +1,242 @@
+float4x4 mLayerTransform;
+float4 vRenderTargetOffset;
+float4x4 mProjection;
+
+typedef float4 rect;
+rect vTextureCoords;
+rect vLayerQuad;
+rect vMaskQuad;
+
+texture tex0;
+sampler s2D;
+sampler s2DWhite;
+sampler s2DY;
+sampler s2DCb;
+sampler s2DCr;
+sampler s2DMask;
+
+
+float fLayerOpacity;
+float4 fLayerColor;
+row_major float3x3 mYuvColorMatrix : register(ps, c1);
+
+struct VS_INPUT {
+ float4 vPosition : POSITION;
+};
+
+struct VS_OUTPUT {
+ float4 vPosition : POSITION;
+ float2 vTexCoords : TEXCOORD0;
+};
+
+struct VS_OUTPUT_MASK {
+ float4 vPosition : POSITION;
+ float2 vTexCoords : TEXCOORD0;
+ float3 vMaskCoords : TEXCOORD1;
+};
+
+VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
+{
+ VS_OUTPUT outp;
+ outp.vPosition = aVertex.vPosition;
+
+ // We use 4 component floats to uniquely describe a rectangle, by the structure
+ // of x, y, width, height. This allows us to easily generate the 4 corners
+ // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
+ // stream source for our LayerQuad vertex shader. We do this by doing:
+ // Xout = x + Xin * width
+ // Yout = y + Yin * height
+ float2 position = vLayerQuad.xy;
+ float2 size = vLayerQuad.zw;
+ outp.vPosition.x = position.x + outp.vPosition.x * size.x;
+ outp.vPosition.y = position.y + outp.vPosition.y * size.y;
+
+ outp.vPosition = mul(mLayerTransform, outp.vPosition);
+ outp.vPosition.xyz /= outp.vPosition.w;
+ outp.vPosition = outp.vPosition - vRenderTargetOffset;
+ outp.vPosition.xyz *= outp.vPosition.w;
+
+ // adjust our vertices to match d3d9's pixel coordinate system
+ // which has pixel centers at integer locations
+ outp.vPosition.xy -= 0.5;
+
+ outp.vPosition = mul(mProjection, outp.vPosition);
+
+ position = vTextureCoords.xy;
+ size = vTextureCoords.zw;
+ outp.vTexCoords.x = position.x + aVertex.vPosition.x * size.x;
+ outp.vTexCoords.y = position.y + aVertex.vPosition.y * size.y;
+
+ return outp;
+}
+
+VS_OUTPUT_MASK LayerQuadVSMask(const VS_INPUT aVertex)
+{
+ VS_OUTPUT_MASK outp;
+ float4 position = float4(0, 0, 0, 1);
+
+ // We use 4 component floats to uniquely describe a rectangle, by the structure
+ // of x, y, width, height. This allows us to easily generate the 4 corners
+ // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
+ // stream source for our LayerQuad vertex shader. We do this by doing:
+ // Xout = x + Xin * width
+ // Yout = y + Yin * height
+ float2 size = vLayerQuad.zw;
+ position.x = vLayerQuad.x + aVertex.vPosition.x * size.x;
+ position.y = vLayerQuad.y + aVertex.vPosition.y * size.y;
+
+ position = mul(mLayerTransform, position);
+ outp.vPosition.w = position.w;
+ outp.vPosition.xyz = position.xyz / position.w;
+ outp.vPosition = outp.vPosition - vRenderTargetOffset;
+ outp.vPosition.xyz *= outp.vPosition.w;
+
+ // adjust our vertices to match d3d9's pixel coordinate system
+ // which has pixel centers at integer locations
+ outp.vPosition.xy -= 0.5;
+
+ outp.vPosition = mul(mProjection, outp.vPosition);
+
+ // calculate the position on the mask texture
+ outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
+ outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
+ // correct for perspective correct interpolation, see comment in D3D11 shader
+ outp.vMaskCoords.z = 1;
+ outp.vMaskCoords *= position.w;
+
+ size = vTextureCoords.zw;
+ outp.vTexCoords.x = vTextureCoords.x + aVertex.vPosition.x * size.x;
+ outp.vTexCoords.y = vTextureCoords.y + aVertex.vPosition.y * size.y;
+
+ return outp;
+}
+
+float4 ComponentPass1Shader(const VS_OUTPUT aVertex) : COLOR
+{
+ float4 src = tex2D(s2D, aVertex.vTexCoords);
+ float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
+ alphas.a = alphas.g;
+ return alphas * fLayerOpacity;
+}
+
+float4 ComponentPass2Shader(const VS_OUTPUT aVertex) : COLOR
+{
+ float4 src = tex2D(s2D, aVertex.vTexCoords);
+ float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
+ src.a = alphas.g;
+ return src * fLayerOpacity;
+}
+
+float4 RGBAShader(const VS_OUTPUT aVertex) : COLOR
+{
+ return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
+}
+
+float4 RGBShader(const VS_OUTPUT aVertex) : COLOR
+{
+ float4 result;
+ result = tex2D(s2D, aVertex.vTexCoords);
+ result.a = 1.0;
+ return result * fLayerOpacity;
+}
+
+/* From Rec601:
+[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
+[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
+[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
+
+For [0,1] instead of [0,255], and to 5 places:
+[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
+[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
+[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
+
+From Rec709:
+[R] [1.1643835616438356, 4.2781193979771426e-17, 1.7927410714285714] [ Y - 16]
+[G] = [1.1643835616438358, -0.21324861427372963, -0.532909328559444] x [Cb - 128]
+[B] [1.1643835616438356, 2.1124017857142854, 0.0] [Cr - 128]
+
+For [0,1] instead of [0,255], and to 5 places:
+[R] [1.16438, 0.00000, 1.79274] [ Y - 0.06275]
+[G] = [1.16438, -0.21325, -0.53291] x [Cb - 0.50196]
+[B] [1.16438, 2.11240, 0.00000] [Cr - 0.50196]
+*/
+float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR
+{
+ float3 yuv;
+ float4 color;
+
+ yuv.x = tex2D(s2DY, aVertex.vTexCoords).a - 0.06275;
+ yuv.y = tex2D(s2DCb, aVertex.vTexCoords).a - 0.50196;
+ yuv.z = tex2D(s2DCr, aVertex.vTexCoords).a - 0.50196;
+
+ color.rgb = mul(mYuvColorMatrix, yuv);
+ color.a = 1.0f;
+
+ return color * fLayerOpacity;
+}
+
+float4 SolidColorShader(const VS_OUTPUT aVertex) : COLOR
+{
+ return fLayerColor;
+}
+
+float4 ComponentPass1ShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
+{
+ float4 src = tex2D(s2D, aVertex.vTexCoords);
+ float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
+ alphas.a = alphas.g;
+ float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
+ float mask = tex2D(s2DMask, maskCoords).a;
+ return alphas * fLayerOpacity * mask;
+}
+
+float4 ComponentPass2ShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
+{
+ float4 src = tex2D(s2D, aVertex.vTexCoords);
+ float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
+ src.a = alphas.g;
+ float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
+ float mask = tex2D(s2DMask, maskCoords).a;
+ return src * fLayerOpacity * mask;
+}
+
+float4 RGBAShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
+{
+ float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
+ float mask = tex2D(s2DMask, maskCoords).a;
+ return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity * mask;
+}
+
+float4 RGBShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
+{
+ float4 result;
+ result = tex2D(s2D, aVertex.vTexCoords);
+ result.a = 1.0;
+ float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
+ float mask = tex2D(s2DMask, maskCoords).a;
+ return result * fLayerOpacity * mask;
+}
+
+float4 YCbCrShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
+{
+ float3 yuv;
+ float4 color;
+
+ yuv.x = tex2D(s2DY, aVertex.vTexCoords).a - 0.06275;
+ yuv.y = tex2D(s2DCb, aVertex.vTexCoords).a - 0.50196;
+ yuv.z = tex2D(s2DCr, aVertex.vTexCoords).a - 0.50196;
+
+ color.rgb = mul((float3x3)mYuvColorMatrix, yuv);
+ color.a = 1.0f;
+
+ float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
+ float mask = tex2D(s2DMask, maskCoords).a;
+ return color * fLayerOpacity * mask;
+}
+
+float4 SolidColorShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
+{
+ float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
+ float mask = tex2D(s2DMask, maskCoords).a;
+ return fLayerColor * mask;
+}